An HTML roster of all 18 selectable mechs in the VTV-PRESETS layout style:
per-mech portrait, loadout chips, manual stat sheet, and the authored
weapons/ammo table, with filter (all/base/variant), search and live count.
Nothing is transcribed by hand where the game can be read directly
(tools/build_mechs.py + tools/mechs.tpl -> docs/MECHS.html):
- ROSTER: kVehicles[] parsed from game/glass/btl4fe.cpp -- the exact
18-entry catalog the menu offers, in menu order (8 base chassis + 10
variants).
- WEAPONS + AMMO BINS: each mech's cmCrit(...) lines in
content/GAUGE/L4GAUGE.CFG (the critical-schematic's authored subsystem
roster; independently cross-checked against the rtype-17 subsystem
records in BTL4.RES, 2026-08-12 -- all 18 agree).
- PORTRAITS: the game's own mission-review images (GAUGE/<stem>_MR.PCC,
PCC=PCX) resolved through mrpal.pcc with the zone slots (32..63) held
at adpal entry 0 -- the review screen's undamaged green. Variants
without their own portrait share the base's, as the RES does.
- MECH STATS: the original player's manual stat sheets, transcribed [T1]
from page renders (pp. 25 Loki/Thor, 26 Vulture/MadCat, 29
Owens/Blackhawk). The manual covers the six 4.0 hulls only; Avatar,
Sunder and the variants show a dash, never an invented number.
- FIXED vs TWISTING torso: derived from the shipped RES joint tables
(jointtorso/jointtshadow presence; torso.cpp:270 gate) -- blkhawk,
bhk1, owens, own1 are fixed, matching the manual's Torso 0/0 rows.
Rendered + verified headless (top and bottom, all 18 cards, filters wired).
Not yet shipped by mkdist (MAPS.html is not either); add a block modelled
on the CONTROLS.html one if testers should get it in the zip.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>